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− | {{ | + | {{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}} |
− | {{ | + | {{Rewrite|reason=Missing information on the autoslaughter system added in 1.3.3066}} |
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+ | <onlyinclude> | ||
{{for|the skill of the same name|Skills#Animals{{!}}Skills}} | {{for|the skill of the same name|Skills#Animals{{!}}Skills}} | ||
{{for|a complete search|List of animals|}} | {{for|a complete search|List of animals|}} | ||
− | {{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} | + | {{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events. Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!''' |
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{{TOCright}} | {{TOCright}} | ||
− | Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]] | + | These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]]. |
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− | + | Raiders will target tamed animals as often as colonists. | |
+ | Animal trainers receive 90 XP per training or taming attempt. When tamed "[[cute]]" animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. | ||
+ | </onlyinclude> | ||
== Animals tab == | == Animals tab == | ||
− | + | The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. | |
− | The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. | + | * The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. |
− | + | * A button lists the animal's master, if it has one. Click the button to assign a new master. | |
− | + | * [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. | |
− | + | ** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings. | |
− | * A button lists the animal's master, if it has one. Click the button to assign a new master | + | * The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas. |
− | + | {{asof|A14}} several features have been added to the Animals tab: | |
− | + | * Gender and life stage informational columns | |
− | + | * A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once | |
− | * [[Zone/Area#Allowed area|Allowed areas]] are listed here. | + | * Checkbox columns for each trainable skill to allow easy training of many animals |
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== Appearance == | == Appearance == | ||
− | Most | + | Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females. |
== Behavior == | == Behavior == | ||
− | *'''Wandering:''' Animals will wander the | + | *'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map. |
− | + | *'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]]. | |
− | *'''Roaming:''' Tame | + | *'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%. |
− | *''' | + | *'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. |
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=== Mating === | === Mating === | ||
+ | For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals. | ||
− | + | In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by <code>awake_proportion×gestation_time/(2×mate_mtb)</code> for gestational animals, or <code>awake_proportion×egg_interval/mate_mtb</code> for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about <code>2/3</code> for a rest effectiveness of 0.8, and <code>mate_mtb</code> is usually 12 hours, this can be simplified to <code>2/3×gestation_time</code> or <code>4/3×egg_interval</code> in most cases. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant, and animals that can lay unfertilized eggs can similarly afford a higher female ratio. | |
− | + | Wild animals do not mate. Incest has no effect on animal health. | |
− | + | === Fleeing === | |
+ | Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br> | ||
+ | More aggressive animals have a chance to revenge and turn and attack instead of fleeing. | ||
+ | Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist. | ||
− | + | If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around. | |
− | + | Animals that have not turned manhunter will flee from gunfire, and will leave the map if their flight intersects with the map edge.{{Check Tag|Detail needed}} | |
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=== Aggression === | === Aggression === | ||
− | + | Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. | |
− | + | If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them. | |
− | + | Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window. | |
[[File:Manhunter due to pet hunting.png|400px]] | [[File:Manhunter due to pet hunting.png|400px]] | ||
=== Predation === | === Predation === | ||
− | Most carnivores are predators | + | Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee. A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn. It could mean the difference between life and death. |
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Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | ||
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If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife. | If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife. | ||
− | It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and | + | It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead. |
− | Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over | + | Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over. |
=== Body heat === | === Body heat === | ||
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− | == | + | Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter. |
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+ | == Breeding == | ||
Animals are born by live birth or by hatching from a fertilized egg. | Animals are born by live birth or by hatching from a fertilized egg. | ||
=== Live birth === | === Live birth === | ||
{{See also|Pregnancy}} | {{See also|Pregnancy}} | ||
+ | Female animals that give live birth become [[pregnant]] when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last. | ||
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+ | A pregnant animal suffering [[malnutrition]] or that is injured may miscarry. Miscarriages are noted by an in-game message. | ||
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+ | Live births produce [[filth]] in the form of amniotic fluid. | ||
− | + | Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. | |
− | For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the | + | Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal. |
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+ | For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the hediff will be displayed. | ||
{| class="wikitable" | {| class="wikitable" | ||
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* Offspring is born | * Offspring is born | ||
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=== Eggs === | === Eggs === | ||
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== Diet == | == Diet == | ||
− | + | While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. | |
− | + | All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. <br> | |
+ | Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods. | ||
− | + | Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first. | |
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== Health == | == Health == | ||
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Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive. | Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive. | ||
− | A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking | + | A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking. |
− | Animals have | + | Animals have half the [[Toxic Sensitivity]] of humans by default. |
== Hunting == | == Hunting == | ||
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== Life stages == | == Life stages == | ||
− | Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined | + | Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages (e.g. [[deer]]), or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick). Eventually, they reach the final life stage, adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Only upon reaching adulthood can animals reproduce, produce wool or milk, or carry riders in caravans. |
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Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed. | Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed. | ||
− | Wild animals may be marked for taming using the Tame | + | Wild animals may be marked for taming using the Tame button. |
[[File:TameButton.png|52px|left|link=]]{{clear}} | [[File:TameButton.png|52px|left|link=]]{{clear}} | ||
− | An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. | + | An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. <br> |
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]]. | Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]]. | ||
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==== Minimum skill ==== | ==== Minimum skill ==== | ||
− | + | Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest... | |
− | * Animals that | + | * Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier. |
− | An animal's | + | An animal's handling skill requirement is calculated as follows: |
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}} | '''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}} | ||
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=== Bonding === | === Bonding === | ||
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− | + | Animals may '''bond''' with their handlers or doctors, and starting "pets" (see previous) have a chance to start the game bonded with a random starting colonist. A bond gives a +5 mood bonus to the animal's "owner", and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days. | |
− | * When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness. | + | |
− | * When tamed, an animal also has a 1% chance to bond with the tamer | + | *When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness. |
− | + | *When tamed, an animal also has a 1% chance to bond with the tamer. | |
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* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs). Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded. | * For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs). Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded. | ||
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− | Bonded animals are also easier to train (5x multiplier on chance) | + | Bonded animals are also be easier to train (5x multiplier on chance). |
− | On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, | + | On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans. |
=== Interaction === | === Interaction === | ||
− | + | Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. | |
− | Some | + | Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked. |
− | Occasionally, | + | Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill. |
When injured, they will go to animal sleeping spots/ beds for rest and treatment. | When injured, they will go to animal sleeping spots/ beds for rest and treatment. | ||
=== Naming === | === Naming === | ||
− | Newly tamed | + | Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the "Training" Tab. |
− | Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel). | + | Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel). |
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+ | Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'. | ||
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again. | It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again. | ||
=== Training === | === Training === | ||
− | Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training | + | Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress. |
− | The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place | + | The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. |
− | Once Guard is trained, they can be assigned a master which they will follow. You can configure when the | + | Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted. |
− | Many skills require multiple steps to fully train | + | Many skills require multiple steps to fully train. |
− | + | After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again. | |
− | + | Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness. | |
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3) | [[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3) | ||
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals. | : An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals. | ||
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[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5) | [[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5) | ||
− | : Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the ' | + | : Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. |
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[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2) | [[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2) | ||
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue. | : Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue. | ||
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[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7) | [[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7) | ||
− | : Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an <abbr title="mean time between">MTB</abbr> of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul | + | : Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an <abbr title="mean time between">MTB</abbr> of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul. |
{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
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=== Products === | === Products === | ||
− | Certain tame animals produce milk, wool, or eggs. | + | Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief "product wasted" message. |
==== [[Eggs]] ==== | ==== [[Eggs]] ==== | ||
− | [[File: | + | [[File:Eggs.png|32px|left|link=Eggs]] |
− | |||
{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Animal !! | + | ! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs |
|- | |- | ||
− | {{#ask: [[Egg Laying Interval::+]] | + | {{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]] |
− | + | | ?Eggs Per Clutch Average | |
− | + | | ?Egg Laying Interval | |
− | | | + | | ?Eggs Per Season Average |
− | | | + | | ?Can Lay Unfertilized Eggs |
− | | | + | | format = template |
− | | ?Can Lay Unfertilized Eggs | + | | template = Animals/EggProductsRow |
− | + | | link = subject}} | |
− | | format = | ||
− | | template = | ||
− | | link = | ||
− | }} | ||
|} | |} | ||
− | |||
==== [[Milk]] ==== | ==== [[Milk]] ==== | ||
[[File:Milk.png|32px|left|link=Milk]] | [[File:Milk.png|32px|left|link=Milk]] | ||
− | |||
{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Animal !! Milk Amount !! Milking | + | ! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average |
|- | |- | ||
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]] | {{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]] | ||
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| ?Daily Milk Average | | ?Daily Milk Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | | link = | + | | link = subject}} |
|} | |} | ||
− | |||
==== [[Wool]] ==== | ==== [[Wool]] ==== | ||
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| ?Daily Wool Average | | ?Daily Wool Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | | link = | + | | link = subject}} |
|} | |} | ||
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| ?Daily Milk Average | | ?Daily Milk Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | | link = | + | | link = subject}} |
|} | |} | ||
=== Slaughtering === | === Slaughtering === | ||
− | |||
− | |||
− | + | Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen. | |
− | + | Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. | |
− | |||
− | + | Ordering a [[Doctoring|surgeon]] to perform a "euthanize by cut" operation on an animal counts as carefully slaughtering them. | |
− | |||
− | |||
− | + | If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master. | |
+ | [[File:SlaughterButton.png|52px|left|link=]]{{clear|left}} | ||
=== Caravans === | === Caravans === | ||
− | {{ | + | {{see also|Pack animal}} |
− | These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not | + | {| class="wikitable sortable" |
+ | |- | ||
+ | ! '''Animal''' | ||
+ | ! [[Property:Carrying Capacity|Pack Capacity]] | ||
+ | ! [[Property:Mass - Adult|Mass]] | ||
+ | ! [[Property:Riding Speed|Riding Speed]] | ||
+ | |-{{Animal Caravan Row|Alpaca}} | ||
+ | |-{{Animal Caravan Row|Bison}} | ||
+ | |-{{Animal Caravan Row|Donkey}} | ||
+ | |-{{Animal Caravan Row|Dromedary}} | ||
+ | |-{{Animal Caravan Row|Elephant}} | ||
+ | |-{{Animal Caravan Row|Horse}} | ||
+ | |-{{Animal Caravan Row|Muffalo}} | ||
+ | |-{{Animal Caravan Row|Thrumbo}} | ||
+ | |-{{Animal Caravan Row|Yak}} | ||
+ | |} | ||
+ | These animals can can graze, meaning they don't usually require food during a [[caravan]]. (This may not b true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded. | ||
=== Release to Wild === | === Release to Wild === | ||
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=== Social === | === Social === | ||
− | Each animal has a Social tab that lists that animal's | + | Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses. |
+ | |||
+ | Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day. | ||
=== Trade goods === | === Trade goods === | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | ! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat | + | ! rowspan=2 | Animal |
− | ! <abbr title="Units of nutrition consumed per day | + | ! rowspan=2 | Diet |
− | ! <abbr title="(Milk | + | ! rowspan=2 data-sort-type=number | Tameness Decay Interval |
− | ! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.">Meat | + | ! rowspan=2 | Produces |
− | ! <abbr title="Units of nutrition consumed per day | + | ! rowspan=2 data-sort-type=number | Produce per day |
− | ! <abbr title="(Milk | + | ! rowspan=2 data-sort-type=number| Produced Nutrition per day |
− | {{ | + | ! colspan=3 | Baby Slaughter |
+ | ! colspan=3 | Adult Slaughter | ||
+ | |- | ||
+ | ! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr> | ||
+ | ! <abbr title="Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.">Consumption Per Day</abbr> | ||
+ | ! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr> | ||
+ | ! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr> | ||
+ | ! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.>Consumption Per Day</abbr> | ||
+ | ! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr> | ||
+ | |- {{Animal Rearing Row|Alpaca}} | ||
+ | |- {{Animal Rearing Row|Alphabeaver}} | ||
+ | |- {{Animal Rearing Row|Arctic fox}} | ||
+ | |- {{Animal Rearing Row|Arctic wolf}} | ||
+ | |- {{Animal Rearing Row|Bison}} | ||
+ | |- {{Animal Rearing Row|Boomalope}} | ||
+ | |- {{Animal Rearing Row|Boomrat}} | ||
+ | |- {{Animal Rearing Row|Capybara}} | ||
+ | |- {{Animal Rearing Row|Caribou}} | ||
+ | |- {{Animal Rearing Row|Cassowary}} | ||
+ | |- {{Animal Rearing Row|Cat}} | ||
+ | |- {{Animal Rearing Row|Chicken}} | ||
+ | |- {{Animal Rearing Row|Chinchilla}} | ||
+ | |- {{Animal Rearing Row|Cobra}} | ||
+ | |- {{Animal Rearing Row|Cougar}} | ||
+ | |- {{Animal Rearing Row|Cow}} | ||
+ | |- {{Animal Rearing Row|Deer}} | ||
+ | |- {{Animal Rearing Row|Donkey}} | ||
+ | |- {{Animal Rearing Row|Dromedary}} | ||
+ | |- {{Animal Rearing Row|Duck}} | ||
+ | |- {{Animal Rearing Row|Elephant}} | ||
+ | |- {{Animal Rearing Row|Elk}} | ||
+ | |- {{Animal Rearing Row|Emu}} | ||
+ | |- {{Animal Rearing Row|Fennec fox}} | ||
+ | |- {{Animal Rearing Row|Gazelle}} | ||
+ | |- {{Animal Rearing Row|Goat}} | ||
+ | |- {{Animal Rearing Row|Goose}} | ||
+ | |- {{Animal Rearing Row|Grizzly bear}} | ||
+ | |- {{Animal Rearing Row|Guinea pig}} | ||
+ | |- {{Animal Rearing Row|Hare}} | ||
+ | |- {{Animal Rearing Row|Horse}} | ||
+ | |- {{Animal Rearing Row|Husky}} | ||
+ | |- {{Animal Rearing Row|Ibex}} | ||
+ | |- {{Animal Rearing Row|Iguana}} | ||
+ | |- {{Animal Rearing Row|Labrador retriever}} | ||
+ | |- {{Animal Rearing Row|Lynx}} | ||
+ | |- {{Animal Rearing Row|Megascarab}} | ||
+ | |- {{Animal Rearing Row|Megaspider}} | ||
+ | |- {{Animal Rearing Row|Megasloth}} | ||
+ | |- {{Animal Rearing Row|Monkey}} | ||
+ | |- {{Animal Rearing Row|Muffalo}} | ||
+ | |- {{Animal Rearing Row|Ostrich}} | ||
+ | |- {{Animal Rearing Row|Panther}} | ||
+ | |- {{Animal Rearing Row|Pig}} | ||
+ | |- {{Animal Rearing Row|Polar bear}} | ||
+ | |- {{Animal Rearing Row|Raccoon}} | ||
+ | |- {{Animal Rearing Row|Rat}} | ||
+ | |- {{Animal Rearing Row|Red fox}} | ||
+ | |- {{Animal Rearing Row|Rhinoceros}} | ||
+ | |- {{Animal Rearing Row|Sheep}} | ||
+ | |- {{Animal Rearing Row|Snowhare}} | ||
+ | |- {{Animal Rearing Row|Spelopede}} | ||
+ | |- {{Animal Rearing Row|Squirrel}} | ||
+ | |- {{Animal Rearing Row|Thrumbo}} | ||
+ | |- {{Animal Rearing Row|Timber wolf}} | ||
+ | |- {{Animal Rearing Row|Tortoise}} | ||
+ | |- {{Animal Rearing Row|Turkey}} | ||
+ | |- {{Animal Rearing Row|Warg}} | ||
+ | |- {{Animal Rearing Row|Wild boar}} | ||
+ | |- {{Animal Rearing Row|Yak}} | ||
+ | |- {{Animal Rearing Row|Yorkshire terrier}} | ||
|} | |} | ||
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==== Pens ==== | ==== Pens ==== | ||
{{main|pens}} | {{main|pens}} | ||
− | Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures. | + | Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures. |
==== Corpse freezer ==== | ==== Corpse freezer ==== | ||
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* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in). | * Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in). | ||
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence. | * Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence. | ||
− | |||
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through. | Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through. | ||
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* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling. | * [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling. | ||
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added. | * [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added. | ||
− | |||
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul. | * [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul. | ||
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names). | * [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names). |